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Bumpmap & Text3D

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Northon

  • Posts: 2
  • Joined: Mon May 16, 2022 8:12 pm
  • Real Name: Lawrence Herman

Bumpmap & Text3D

PostMon May 16, 2022 8:21 pm

Hi,

I searched online and on the forum but couldn't find the solution to my problem.

When I apply a texture through a MediaIn -> BumpMap -> Blinn -> ReplaceMaterial, the Text3D that is connected to Replacematerial shows the texture applied to the foreground, background and the bevels to the text, but not the part of the text that is extruded.

The sides show lines as you can see in the picture, anyone know the solution to this?

Kind regards,
Northon
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Screenshot 2022-05-16 22.19.28.png
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Sam Steti

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Re: Bumpmap & Text3D

PostTue May 17, 2022 7:12 am

Hey,
Try to apply you texture in 2D instead, by merging it with your text, with "Applky mode : In" in the merge parameters
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Frank Feijen

  • Posts: 167
  • Joined: Tue Dec 13, 2016 10:04 am
  • Location: Vilvoorde, Belgium

Re: Bumpmap & Text3D

PostTue May 17, 2022 8:41 am

Or add a UVMap3D?

Code: Select all
{
   Tools = ordered() {
      Text3D1 = Text3D {
         Inputs = {
            ["Transform3DOp.Translate.X"] = Input { Value = 0.17696337598549, },
            ["Transform3DOp.Translate.Y"] = Input { Value = -0.0500761584255481, },
            ["Transform3DOp.Translate.Z"] = Input { Value = 0.174643699978824, },
            StyledText = Input { Value = "text", },
            Font = Input { Value = "Open Sans", },
            Style = Input { Value = "Bold", },
            VerticalTopCenterBottom = Input { Value = 1, },
            VerticalJustification = Input { Value = 3, },
            VerticalJustificationNew = Input { Value = 3, },
            HorizontalJustificationNew = Input { Value = 3, },
            Extrusion = Input { Value = 1, },
            ExtrusionProfile = Input {
               SourceOp = "Text3D1ExtrusionProfile",
               Source = "Value",
            },
            ExtrusionDepth = Input { Value = 0.0803, },
            BevelDepth = Input { Value = 0.0315, },
            BevelWidth = Input { Value = 0.0274, },
         },
         ViewInfo = OperatorInfo { Pos = { 605, 16.5 } },
      },
      Text3D1ExtrusionProfile = LUTBezier {
         KeyColorSplines = {
            [0] = {
               [0] = { 0, RH = { 0.0196116135138184, 0.098058067569092 }, Flags = { Linear = true } },
               [0.2] = { 1, LH = { 0.180388386486182, 0.901941932430908 }, RH = { 0.3, 1 }, Flags = { Linear = true } },
               [0.8] = { 1, LH = { 0.7, 1 }, RH = { 0.819611613513818, 0.901941932430908 }, Flags = { Linear = true } },
               [1] = { 0, LH = { 0.980388386486182, 0.098058067569092 }, Flags = { Linear = true } }
            }
         },
         SplineColor = { Red = 192, Green = 128, Blue = 64 },
         CtrlWZoom = false,
         NameSet = true,
      },
      UVMap3D1 = UVMap {
         CtrlWZoom = false,
         Inputs = {
            SceneInput = Input {
               SourceOp = "Text3D1",
               Source = "Output",
            },
            MapMode = Input { Value = FuID { "CubeMap" }, },
            ["Size.X"] = Input { Value = 1.2073278427124, },
            ["Size.Y"] = Input { Value = 0.449498385190964, },
            ["Size.Z"] = Input { Value = 0.143300011754036, },
            ["Center.X"] = Input { Value = 0.174238413572311, },
            ["Center.Y"] = Input { Value = 0.141531243920326, },
            ["Center.Z"] = Input { Value = 0.214793711900711, },
            TileNest = Input { Value = 1, },
            FlipNest = Input { Value = 1, },
            FlipFacesNest = Input { Value = 1, },
         },
         ViewInfo = OperatorInfo { Pos = { 715, 16.5 } },
      },
      Blinn1 = MtlBlinn {
         Inputs = {
            ["Bumpmap.Material"] = Input {
               SourceOp = "BumpMap1",
               Source = "MaterialOutput",
            },
            MaterialID = Input { Value = 2, },
         },
         ViewInfo = OperatorInfo { Pos = { 825, 82.5 } },
      },
      ReplaceMaterial3D1 = ReplaceMaterial3D {
         Inputs = {
            SceneInput = Input {
               SourceOp = "UVMap3D1",
               Source = "Output",
            },
            MaterialInput = Input {
               SourceOp = "Blinn1",
               Source = "MaterialOutput",
            },
            ["MtlStdInputs.MaterialID"] = Input { Value = 3, },
         },
         ViewInfo = OperatorInfo { Pos = { 825, 16.5 } },
      },
      FastNoise1 = FastNoise {
         Inputs = {
            Width = Input { Value = 1920, },
            Height = Input { Value = 1080, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
            Detail = Input { Value = 10, },
            Contrast = Input { Value = 0.45, },
            XScale = Input { Value = 10.24, },
            Color1Alpha = Input { Value = 1, },
         },
         ViewInfo = OperatorInfo { Pos = { 715, 115.5 } },
      },
      BumpMap1 = BumpMap {
         Inputs = {
            Input = Input {
               SourceOp = "FastNoise1",
               Source = "Output",
            },
            HeightScale = Input { Value = 50, },
            ["FilterMode.Nest"] = Input { Value = 1, },
            MaterialIDNest = Input { Value = 1, },
            MaterialID = Input { Value = 4, },
         },
         ViewInfo = OperatorInfo { Pos = { 825, 115.5 } },
      }
   }
}
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Northon

  • Posts: 2
  • Joined: Mon May 16, 2022 8:12 pm
  • Real Name: Lawrence Herman

Re: Bumpmap & Text3D

PostTue May 17, 2022 9:47 am

Hi all,

Thanks for all of your replies, I fixed it by using my node tree and unchecking "use one material" in the shading tab of the Text3D. Sounds counter-intuitive to me, but it works... so yay! :D

Greetings,
Northon

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